Skip to content

Next-Generation Rendering #7

@zzxzzk115

Description

@zzxzzk115

This issue tracks the implementation of libvultra's next-generation rendering features, including GPU-driven hybrid rendering and radiance-field-based techniques.


GPU-driven Hybrid Renderer

  • Core GPU-driven pipeline

    • GPU scene representation
    • Draw/instance buffer generation
    • GPU frustum culling
    • Hi-Z occlusion culling
  • Visibility & Depth

    • Depth pre-pass
    • Hi-Z generation
    • Visibility buffer
  • Lighting pipeline

    • Tile classification pass
    • Light list generation
    • Tile/cluster light culling
    • Deferred shading pass
    • Forward+ transparent pass
  • Shadows

    • Cascaded Shadow Maps (CSM)
    • PCSS filtering
    • GPU-driven shadow rendering
  • Global Illumination

    • LPV
    • DDGI
    • SDFGI
    • VXGI
  • Ray Tracing Integration

    • Ray tracing scene build (TLAS / BLAS)
    • Hybrid ray-traced shadows
    • Hybrid ray-traced reflections
    • Opacity Micromap (alpha masking optimisation)
    • Denoising
  • Debug & Visualisation

    • Light tiles visualisation
    • Overdraw visualisation
    • Visibility buffer debug
    • GPU culling debug

Gaussian Splatting

  • Point cloud format support

    • SPZ loader
    • PLY loader
    • Unified point cloud data structure
    • Point cloud asset format
  • Rendering abstraction

    • GaussianSplatRenderer component
    • GaussianSplat asset
    • Scene integration
    • Renderer registration
  • Rendering implementation

    • GPU splat rasterisation
    • Sorting
    • Visibility & culling
    • LOD system

Engine Integration

  • Renderer registration
  • SRP integration
  • FrameGraph integration
  • Editor support
  • Asset pipeline integration
  • Debug tooling

Metadata

Metadata

Assignees

Labels

enhancementNew feature or request

Projects

No projects

Milestone

No milestone

Relationships

None yet

Development

No branches or pull requests

Issue actions